Using the Paint Effects flow animation feature you can animate the following:
If tubes have gaps, twist, and/or textures applied to them, you can animate the pattern they create “flowing” or cycling along the length of the tubes as if the tubes were joined at the ends.
By animating the flow of gaps, you can create effects such as rainfall. By animating the flow of twist, you can get a spiraling effect. The following images show a texture flowing one complete cycle from root to tip.
To make gaps, twist, and textures flow
The Time Clip and Stroke Time options also animate tube growth when turned on. For information, see the other sections in this topic, Animate uniform tube growth, Animate the growth simulation, and Animate tube death.
You can use the Time setting to animate flow over time. For more information, see Flow Animation brush settings.
You can animate the tubes along the stroke path growing at the same time, as if they were all “planted” simultaneously. Any gaps, twist, and/or texture applied to the tubes will flow along the length of the tubes as the tubes grow.
To animate all the tubes along the stroke growing at the same time
Set the End Time (seconds) to end at the same frame your animation ends or later. This ensures that the tubes do not die before the animation is complete. For details on making tubes die, see the "Animate tube death" section below.
You can use the Time setting to animate growth over time. For more information, see Flow Animation brush settings.
If you know what frame you want tubes to appear on, divide this frame number by the frames per second defined by your Time unit to determine what value to enter in the Start Time (seconds) box. For example, if you want your tubes to appear on frame 60 and your Time unit is set to NTSC (30 fps), divide 60 frames by 30 frames per second, for a Start Time (seconds) of 2 seconds.
You can perform this calculation by creating an expression in the field. Type an equals sign (=) followed by the calculation. In the previous example, you would type:
=60.0/30
Notice that the time must have a floating point decimal.
You can loop the brush animation smoothly. For details, see Loop brush animations.
You can animate the growth simulation. Tubes “planted” at the beginning of the stroke start growing at the beginning of the stroke path and continue to grow as new tubes start growing in steps along the path. Any gaps, twist, or texture applied to the tubes will flow along the length of the tubes as the tubes grow.
To animate all the growth simulation
Set the End Time (seconds) to end at the same frame your animation ends or later. This ensures that the tubes do not die before the animation is complete. For details on making tubes die, see the "Animate tube death" section below.
You can use the Time setting to animate growth over time. For more information, see Flow Animation brush settings.
If you know what frame you want tubes to appear on, divide this frame number by the frames per second defined by your Time unit to determine what value to enter in the Start Time (seconds) box. For example, if you want your tubes to appear on frame 60 and your Time unit is set to NTSC (30 fps), divide 60 frames by 30 frames per second, for a Start Time (seconds) of 2 seconds.
You can perform this calculation by creating an expression in the field. Type an equals sign (=) followed by the calculation. In the previous example, you would type:
=60.0/30
Notice that the time must have a floating point decimal.
You can loop the brush animation smoothly. For details, see Loop brush animations.
You can animate special effects, like tubes “bursting” from the stroke path, by setting birth and death times that define when tubes start growing in the animation, and when they begin to disappear.
When the animation reaches the death time, segment at the tube roots disappear (or die) while segments continue to be added at the tube tips. When the tube reaches its life span, the segments continue to disappear from the root to the tip until the tube completely disappears.
Any gaps, twist, or texture applied to the tubes will flow along the length of the tubes as the tubes grow.
To animate tube death
You can use the Time setting to animate tube death over time. For more information, see Flow Animation brush settings.
If you know what frame you want tubes to begin to die on, divide this frame number by the frames per second defined by your Time unit to determine what value to enter in the End Time (seconds) box. For example, if you want your tubes to begin to die on frame 120 and your Time unit is set to NTSC (30 fps), divide 120 frames by 30 frames per second, for an End Time (seconds) of 4 seconds.
You can perform this calculation by creating an expression in the field. Type an equals sign (=) followed by the calculation. In the previous example, you would type:
=120.0/30
Notice that the time must have a floating point decimal.